**     **                    **                  
  **   **                      *                  
  **   **   *** ** *** **  **  *                  
  * * * *      * **  * *  *  * *                  
  * * * *    *** *   * *  **** *                  
  * * * *   *  * *   * *  *    *                  
  *  *  *   *  * *    *   *  * *                  
 *** * ***   ******   *    ** ***                 
                                                  
           ***********                            
           *  *  *   *                            
           ** * * ** *                            
           ** * ** ***                            
           ** * ***  *                            
           *** ** ** *                            
           *** **   **                            
   ** *    ***********                            
  *  **                                           
 *       *** ** **   ***  *** ** ** **            
 *          * **  * *  * *   * ** ** *            
 *        *** *   * *    *   * *  *  *            
 *       *  * *   * *    *   * *  *  *            
  *   *  *  * *   * *  * *   * *  *  *            
   ***    ********   **   *** *** ** **           
              *                                   
             ***
                                                         
                      FAQ Ver 2.0
                      3/10/98 

(If you have a cooler ascii art please send it to me)

=========
 SUMMARY
=========

1.INTRO
2.WHAT'S NEW ?
3.EXPLANATIONS
4.BEGIN THE FIGHT
5.KEYS GUIDE
6.BASIC OPERATIONS
7.ABOUT THE HELPERS
8.CHARACTERS : 
        (Portrayed randomly)
        8.1   RYU               
        8.2   GAMBIT
        8.3   CHUN LI           
        8.4   CAPTAIN AMERICA
        8.5   HULK              
        8.6   WOLVERINE
        8.7   WAR MACHINE       
        8.8   MEGAMAN
        8.9   MORRIGAN          
        8.10  ZANGIEF
        8.11  CAPTAIN COMMANDO  
        8.12  STRIDER
        8.13  JIN               
        8.14  VENOM
9.ONSLAUGHT SECTION
10.CODES & MISCELANEOUS
11.TO DOS
12.DICTIONARY
13.VERSION HISTORY
14.CREDITS & THANX



=======
 INTRO
=======

        Welcome to the ultimate crossover from Capcom, thanks god I have
        finally played the arcade, due to a bit of internet support and
        personal experience I am puting in this new version some of what
        I have learned so far and yes onslaught is beatable I don't know
        how but he is.


=============
 WHAT'S NEW ?
=============

        HELPER CHARACTERS               :               Now you get a 
        third character. After you select your players a second screen 
        pops-up and the machine randomly selects a third character for 
        you there are restrictions 

... SEE THEIR SECTION CHECK THEM OUT.

        BOSSES                          :               Prof. Charles 
        Xavier (or at least his evil side) once mind wiped his worst  
        (& thougher, best villian, coolest powered mutant, & friend) 
        Erik Magnus (Also known as Magneto) this made Magneto's dark 
        side out of job so it jumpd inside xavier and mixed with xavier
        is own dark side and spawned the end-boss of this game a guy
        who goes by the name of ONSLAUGHT  

... SEE THE SECTON ABOUT HIM.

        EARLY HYPER LEVEL               :               You begin each 
        battle with one level of Super Gauge power already stored.


=============
 EXPLANATIONS
=============


====>> About the COMBOS :


        Okay, there are 3 differents style of COMBOS as was in Marvel Super
        Heroes, XM vs SF and its sequel MSH vs SF:

-----------  [GROUND COMBOS]            :       Those done in the ground,  
        with supers, with wacky moves and without air launch. Can become 
        air combos if a launcher is applied during one of it taps.

-----------  [AIR COMBOS]               :       Those done after a launcher,
        they take the opp. to the air for more hits and who knows maybe 
        the infinite combo...

-----------  [SUPER COMBOS]             :       Those that end/or include a
        super move or TEAM super.

====>> About the LAUNCHERS :  


        Without a doubt, some of the most important normal moves in the game! 
        They set up air comboes and if you don't know your characters 
        launcher, then you are going to have a lot of trouble with doing 
        AIR COMBOS. SOME OF THEM ARE INCLUDED IN THIS FAQ AS WELL AS 
        SMALL LAUNCHERS, THEY ARE DIVIDED IN:
    

-----------  [Normal Launchers]         :       The generic version, every 
        character has one. It knocks the opp. up at a good height and 
        can be used as ground offense and air defense! Roundhouse and 
        crouched Fierce are the most used buttons for launchers.

-----------  [The Regular Launcher]     :       The second kind, they are 
        special requirements launchers! Small launchers cannot be followed 
        by a super jump because they only knock the opponent a bit up! 
        However, these are quick AND SETUP FOR NORMAL OR AIR LAUNCHERS OR
        SUPER MOVES.

-----------  [Air Launchers]            :       The BEST kind, they are the
        BEST kind of launcher they setup air combos, they can be used as 
        air defense.


====>> About the Magic Series: 
        The Capcom beat 'em up has a thing named the magic series it is the 
        order of punches and/or kicks that the character can do in sequence 
        while in on the ground, the air or while super jumping! The magic 
        series go as follows:


-----------  [Zigzag]                   :       All buttons can be chained 
        in a zigzag combo!    
                EX. Jab, Short, Strong, Forward, Fierce, Roundhouse
        THIS IS NORMALLY THE SERIES OF CHOICE FOR AIR COMBOS and covers all
	other the magic series (Save for the none series).

-----------  [Stronger]                 :       Three hits can be chained
        from weak to strongest!
                        
                        EX 1. Short, Forward, Roundhouse
                        EX 2. Jab, Strong, Fierce
        Also can be used as a choice for air combos.

-----------  [Weak Start]               :       Only one weak punch/kick 
        into a stronger punch/kick!
                       
                       EX. Jab, Fierce

-----------  [None]                     :       No series! The biggest chain 
        is a single hit into a special move!

        In this faq each character will have a section for the magic series
        that can be done in the ground, in a jump, and in a super-jump.

=================
 BEGIN THE FIGHT
=================


        After u've entered one coin in the machine u'll acess to the selecter 
        screen ..u have to choose 2 characters, then the MACHINE CHOOSES YOUR 
        HELPER then u'll acess (not on all machines) to the MANUAL or 
        AUTOMATIC mode,well if u want to do BIG COMBOS,choose manual,becuz in 
        AUTOMATIC mode u'll have just 2 bar of super Nd taKe special More 
        BLocK daMaGe froM super MoVes ..:o(

        and choose your speed ..:
                - normal mode is the best if u first play XMEN 
                - turbo mode is more exciting..

        now BE READY for the FIGHT !! >:o)



=============
  KEY GUIDE
=============

                 /=---------=\
                | U/B  U  U/F |   /=---------=\ 
                |             |==| JP  MP  FP  |
                |  B   N   F  |  |             | 
                |             |==| SK  FK  RH  | 
                | D/B  D  D/F |   \=---------=/ 
                 \=---------=/     

                 /=----------------------=\     /=---------=\
                | Jab   Medium   Fierce    | = | 1    2   3  |
                |                          | = |	     |
                | Short Forward  Roundhouse| = | 4    5   6  |
                \=-----------------------=/     \=----------=/ 

        P - Any punch                           K - Any kick
        JP = Jab        MP = Medium Punch       FP = Fierce Punch
        SK = Short Kick FK = Forward Kick       RH = RoundHouse Kick

	FOR COMBO NOTATION I WILL USE JAMES CHEN NOTATION LOCATED AT THE 
	END OF THIS SECTION.
 
        U = Up          D = Down                F = forward
        B = back        D/F = Down Forward      D/B = Down Back
        U/B = up back   U/F = up forward        
        
        360deg = 270deg = A full circle         Charge = hold for 2 seconds
 
        QCF = Quater Circle Forward             HCF = Half Circle Forward
        QCB = Quater Circle Back                HCB = Half Circle Back
        DP  = Dragon Punch (F,QCF)              RDP = Reverse DP(B,QCB)
 
        PP = Press 2 Punch Buttons simultaneoulsy
        KK = Press 2 Kick Buttons simultaneoulsy
 
        Corner = Significate you must do this COMBO in the corner
        Quick  = Significate you must do this COMBO very quickly
        Close  = Significate you must be very close to the opponent
        (air)  = Significate that this can be done in the air

        Best Way TRS = Best Way to Regain Super 
        Magic Series = The magic series the character can use while in
                       a air combo
  
        (OTG) means this will hit opponent off the ground
        (FS) means that the move you just did initiated the Flying Screen 
        (AC) means thar you may use this move as an air combo finisher

        The Combo notation will be as follows:

	-> means use Magic Series to reach next move listed
	XX indicates Special Move cancellation
	/\ indicates that you cancel the last move with a Super Jump or 
	   that you do a Double Jump
	\/ indicates that you land after the last move and continue on 
	   the ground
	 , indicates that no special combo method is needed in between the 
	   two moves 
	S. stands for standing
	C. stands for crouching
       OC. stands for offensive crouching
       DN. stands for holding down on the controller while attacking during 
	   a jump
       UP. stands for holding up on the controller while attacking during 
	   a jump
	T. stands for holding towards on the controller (direction you
	   are facing)
	J. stands for Regular Jumping
       SJ. stands for Super Jumping
       DJ. stands for Double Jumping
        D. stands for Dashing before performing the move
       AD. stands for Air Dashing (for Rogue and Chun Li only)
        F. stands for Flying (for Storm, Magneto, and Bison only)
       FD. stands for Flying Dash (for Storm and Magneto only)

====================
 BASIC OPERATIONS
====================

ADVANCED BLOCKING                 :             3P when blocking
        The same thing that always it have done since it creation to 
        push opp. away. It slows down certain super moves damage and 
        leaves enough time for a throw if timed correctly.

CHANGE PLAYER/THE SWITCH OUT      :             FP+RH
        As in MSH vs SF the tag enters at the level your opp. is meaning 
        you may launch a opp. in the air and switch, and get your partner 
        do a attack in a just launched opp.

TEAM Super (Uses 2 super bars)    :             QCF FP+RH 
        Since XM vs SF it does both you and your partner do a super move 
        and a switch out.

THE TWO ON ONE(Uses 2 super bars) :             B,D/B,D FP+RH
        You call your partner and both of you attack your opp. for a 
        ammount of time (You get a bar saying it a la DARKSTALKERS 3's 
        Dark Force).

        While this attack is on your partner will mimick all your normal 
        moves during combos.

        DID YOU KNEW that during the time this move lasts both your
        characters get infinite super bar moves which mean you may do
        a QCF+3P and both characters (if they have) will do his/her/it
        QCF+3P Super Move???

TEAM Counter(Uses 1 super bar)    :             QCF FP+RH when blocking
        After you block a move you call upon your partner to do a special
        move that makes your player change/switch unlike XM vs SF this move
        is not invincible save for the dragon punches.

HYPER JUMP                        :             D,U  
HYPER JUMP  (Alternate method)    :             press 3K
HYPER JUMP  (After a AIR LAUNCHER):             U

DASH  (Back)                      :             B,B
DASH  (Forward)                   :             F,F
DASH  (Alternate method)          :             Direction + 3P  

KNOCK DOWN ROLL                   :             QCF P when knock down 
        In other words move that makes you do a roll (During it you are 
        invincible), Good against (OTG) moves such as some team supers, 
        some normal moves, etc.

THE HELPER ATTACK                 :             MP+MK
        Check their section and the Whats New for info on them.

THE TAUNT                         :             START
        For irritating opps. leaves you vulnerable during the time 
        it lasts.

THE THROW                         :             F+MP or F+FK or F+FP or F+RH 
        A throw move not everybody has the F+RH and F+FK throws but has
        both F+FP and F+MP throws and some characters(Like Morrigan and 
        Zangief) have special throws, can also be done in air.

THE TECH. HIT                     :             F+P(After a throw)
        This move lets you escape of a throw and avoid getting the full
        energy drain of it (USELESS AGAINST SOME AIR THROWS) it is efective
        with both normal and some special throws.

SWITCH FIGHTERS (Before a fight)  :             3P
        This move switches your characters before a fight just press all
        three punches to switch your second character to the first position
        or vice-versa.

===================
 ABOUT THE HELPERS
===================

        They act as a 3rd character, can only be used a certain ammount of
        times according to the character (I will try to put that number
        along this faq a brief explanation about what they do and a little
        strategy talk), you call them forth by pressing both medium
        buttons (MP+FK) can be called during the two on one, etc.

        FROM THE CHAOS STRIDER FAQ I have gotten info on how you may pick a 
        specific helper the notation for this motion is also explained.

        By far I have gotten to pick some helpers and I will rate every
        helper here in one to five usefulness marked by stars(*). 
        
        Down is the list of the as of now known helpers as of NOW 20 are 
        reported, which are:

==========================================================================
        NAME            HIS/HER/ITS MOVE          RATE          TIMES
==========================================================================
-- Unknown Soldier         Beam Attack          3 out of 5        ?
   Forgotten World
        A very good over the average helper whose beam traverses the
        whole screen he is pretty good against any fireballer and his
        beam does several hits.

        TO GET HIM      :       Press Jab

-- Tia                     Dice Rain            2 out of 5        ?
   Capcom Mascot
        I don't know why but you may also call her Pure and Fun, her
        dice rain only affects an opp. if close otherwise it's a waste
        that's why she got a so low rate however it destroys fireballs
        if close.

        TO GET HER      :       Press Short

-- Anita                   Shield               4 out of 5        ?
   Darkstalkers
        She advances forming a monster shield protecting you from one hit
        after that protection wears off she throws the objects around her
        to your opponent.
        
        TO GET HER      :       Press Jab+Strong+Fierce

-- Lou                     Arrow Shot           3 out of 5        ?
   Chariot
        He is an elf with an attitude use him if you see your opp. has
        troubles blocking low attacks.

        TO GET HIM      :       Press Strong

-- Michelle Heart          Beam Attack          3 out of 5        ?
   Wings of Ales
        Another character whose projectile is good enough. when you call
        her she throws a bunch of projectiles in three directions diagonally
        up forward(May hit opps. Jumping/Super Jumping/in a air attack), 
        center(Any opp. high or low gets hit by it) and diagonally down 
        forward (looking for its use).

        TO GET HER      :       Press Jab+Short

-- Arthur                  Lances Throw         4 out of 5        ?
   Ghouls 'n' Goblins
        He throws lances at your opponent at his maximum height which lets
        ducking opponents slip through this attack. If he gets hit, he loses 
        his armor and fights in his jocks!

        TO GET HIM      :       Press Jab+Strong

-- Saki                    Beam Attack          4 out of 5        ?
   Nigiirochou no Kiseki
        Haven't fought with him can't say a jack about him

        TO GET HIM      :       Press Fierce

-- Ton-Fu                  Long Kick            3 out of 5        ?
   Strider
        A kick that traverses most of the screen. The utility of this kick
        remains to be seen

        TO GET HIM/HER  :       Press Jab+Fierce

-- Devilot                 Auto Destruction     1 out of 5        ?
   Cyberbots
        I have been missinformed about this so here goes how this helper
        works she appears out of his bot and count to three if your opp. is
        near you (Say very, very, very close) the mech will explode and make
        damage to your opp.

        TO GET THEM     :       Press Strong+Fierce

-- Psylocke                Super Psi Thrust     2 out of 5        ?
   X-Men
        Nice to see her again by the way Hi Miguel. This super move takes
        off pretty good damage.

        TO GET HER      :       Press Forward

-- Iceman                  Ice Blocks Attack    3.5 out of 5      ?
   X-Men
        A whole bunch of ice blocks fall onto the screen starting 
        FROM the front to the back. This attack doesn't reach full screen
        but reaches more than some of the  helpers in this game

        TO GET HIM      :       Press Strong+Forward

-- Cyclops                 Optic Blast          2 out of 5        ?
   X-Men
        I want to begin a campaign to kill cyclops help me here he 
        does nothing in the marvel universe he is only a saint that
        is better dead, however he does his old JP optic Blast as he
        always have been good character to help you.

        TO GET HIM      :       Press Jab+Short+Strong

-- Thor                    Laser Shot           3 out of 5        ?
   Marvel Comics
        The Norse Thunder god makes his second apperance in a capcom game
        (What could this mean the third time he will be a playable 
        character) contrary to his profession instead of a big unblockable 
	thunder falling over a helpless character he throws a bolt from his 
	hammer, good range, good damage and is advised a hour before he 
	shoots it and can be ducked.

        TO GET HIM      :       Press Short+Strong

-- Storm                   Horizontal Typhoon   3.5 out of 5      ?
   X-Men
        A typhoon that hits multiple times and goes no farer than half
        the screen.

        TO GET HER      :       Press Jab+Short+Fierce

-- Jubilee                 Firecracker          2.5 out of 5      ?
   X-Men
        A bunch of 5 to 6 sparks that travel the whole screen the
        closest you are the more they will hit you

        TO GET HER      :       Press Short+Strong+Fierce

-- Juggernaut              Juggernaut Headcrush 4.9 out of 5      4 or 5
   X-Men
        A toned down version of the juggernaut headcrush that has as bonus
        the ability to dissolve any 1-4 hits projectile.

        TO GET HIM      :       Press Jab+Forward

-- Rogue                   Diagonal Rush Punches 2.5 out of 5     9
   X-Girl
        - The beautiest X-Gal 
        - The Most dangerous GIRL 2 Kiss
        - 1997 BEST COVER MODEL SEE THE UNCANNY X-MEN 342 ALTERNATE
        - ETC.

        Any naughty picture of her is accepted in my e-mail hey thing we
        want/demand to see naughty pictures of her. no way she does her
        XM vs SF diagonal punches good against characters that jump a lot.

        TO GET HER      :       Press Jab+Strong+Fierce+Short

-- Colosus                 Tackle               4.9 out of 5      ?
   X-Men
        His tackle will take as much as almost a half of your opp. lifebar
        no matter how many hits you throw it seems he uses a special 
        version of super-hyper-mega armor which makes only super moves to
        stop it that plus a very fast speed make him dangerous enough
        against any character.

        TO GET HIM      :       Press Jab+Strong+Forward

-- Magneto                 EM Disruptor         1 out of 5        ?
   EX X-Villain 
        His beam from MSH, XM vs SF, etc. this is used to be useless as
        a normal move, it is however less useful as a helper attack.

        TO GET HIM      :       Press Short+Fierce

-- US Agent                Charging Star        4 out of 5        ?
   EX Cap. America
        As a ex-capitain america and a "secret" character in MSH vs sf
        (Hey he was only a palette swap of Cap. America) his move isn't
        all that good 

	TO GET HIM	:	Press Strong+Fierce

-- Sentinel                Sentinel Ram         4.9 out of 5      4 or 5
   X-Men Robot Villain
        His ram disolves projectiles and does over the average damage
        and it serves as a shield protecting you from 1-4 hits

-- Charlie [or Shadow]     Several Flash kicks  3 out of 5        4 or 5
   Guy who always get killed
        I know there must be some way to combo this otherwise it is pretty
        much useless but there must be a way I know

...FOR HOW TO PICK CHARLIE OR SENTINEL CHECK THE TRICKS SECTION.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                        GENERALS ABOUT THE HELPERS 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

------- While you are calling your helper you will taunt very fast however 
        during this time you may eat any super or long range attack

------- Colosus, Juggernaut, Sentinel, and many of the helpers of the
        game that has beam attacks or Rams will destroy any fireball
        thrown at you and cause damage

------- In the heavy damage department (When I mean heavy I mean at least
        a quarter of your opp. lifebar gets damage) are Colosus, Juggernaut 
        and Sentinel

------- Check on how to pick a specific helper if you have a preference
        for he/she/it always pick it

------- So you are calling your helper and get hit or your helper gets hit
        you lost that helper attack.

==================
  THE CHARACTERS
==================
        Some info is based in the characters last appearance therefore 
        some of it maybe inacurate.

================
GAMBIT
================
        He is back and this time he is as annoying as he was in XM vs SF
        however he now seems to be a little more annnoying.

CHARACTER INFO
--------------
Taunt: Motions his opponent forward, says "Come on"
Enter Pose: Leaps onto the screen and holds a glowing card in his hand,
        says "Hello Monami"
Exit Pose:  Turns his back with his staff on his shoulder and holding a
        glowing card, says "So Long, Cher"

TEAM Super Move [If active  ]:  Royal Flush
TEAM Super Move [If inactive]:  Royal Flush
TEAM Counter:   Kinetic Card 

Main Color:     Brown Coat 
Secondary Color:Teal Coat 
Auto-Block Color: ???
Special MODE COLOR  : He doesen't have a special mode

Starting Battle Pose: Cards hit the ground and explode as Gambit leaps
                      onto the screen, waves opponent to him, says 
                      "Come on"
Victory Poses:        1)Rests his staff on his shoulder, says "Never mess 
                      with a Cajun!"

CHARACTER MOVES
---------------
Card         :  QCF + P (Diagonal Air)
Trick Card   :  QCB + P
Cajun Slash  :  DP + P  (OTG)
Cajun Strike :  D, U + P, then K 
Cajun Escape :  D, U + K

Hyper X  1  Royal Flush         :  QCF + PP
Hyper X  2  Cajun Explosion     :  QCF + KK
        He jumps onto one of the walls and does a super version of his air 
        Kinetic Card! Which corner he jumps to depends on which direction 
        you input on the joystick! 


               --------===== [TRANSITION MOVES] =====--------
After Cajun Strike :  You can Jump again on the wall by Pressing Left or
                      Right

               --------======= [GOOD TO KNOW] =======---------
Air Juggles    :  D+3, DP+3 (Air)
Best Way TRS   :  Push FK Repeatedly
Small launcher :  ???
Air launcher   :  D+3
Ground Magic Series   :  ZigZag, Stronger, Weak Start, None
Jumping Magic Series  :  ZigZag, Stronger, Weak Start, None
Super Jumping Series  :  ZigZag, Stronger, Weak Start, None
AC finisher    :  3, 6, Cajun Explosion, Kinetic Card
               
               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  After D+6 do a Royal Flush
Super Combo II        :  You may finish air combos with the cajun explosion
Super Combo III       :  ???

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for.

               --------======= [   TACTICS  ] =======---------
------- IN THE WORKS


================
WOLVERINE
================
        The good ol' wolvy is back only this time he seems to be quite
        toned up, his throw range has been highered, his super moves
        and comboability is the same from MSH vs SF all his super moves
        (save for the WEAPON X and BERSEKER RAGE) can be comboed after 
        his normal moves.

CHARACTER INFO
--------------
Taunt: Clashes his claws together once
Enter Pose: Healing Factor of XM: COTA pose
Exit Pose: Turns his back to you and pulls off his mask, says "So Long Bub!"

TEAM Super Move [If active  ]:  Berseker Barrage X
TEAM Super Move [If inactive]:  Berseker Barrage X
TEAM Counter:   Tornado claw 

Main Color: Blue Highlights
Secondary Color: Red Highlights
Auto-Block Color: ???
Special MODE COLOR  : He doesn't have a special mode
                                                 
Starting Battle Pose: Leaps onto the screen, throws his head back as his
        claws pop out, says "Lets Go Bub!"

Victory Poses: 1)Stands up straight and clashes his claws.
               2)Turns his back to you and pulls off his mask, says "Rookie"

CHARACTER MOVES
---------------
Berserker Barrage :  QCF + P (Push P Repeatedly for more hits) (OTG)
Tornado Claw      :  DP + P (Push P Repeatedly for more hits) 
Drill Claw        :  Direction + any punch + kick (Air)
Berserker Slash   :  QCB + P

Wolvie Kick       :  D + FK (In air only)
        Wolvie comes down from the air with a kick it can  be canceled into
any fierce(FP,RH) Attack.

Hyper X  1  Berseker Barrage X :  QCF+ PP  (OTG)
Hyper X  2  Weapon X           :  DP + PP
Hyper X  3  Fatal Claw         :  DP + KK
Hyper X  4  Berseker Rage      :  QCB+ PP
        Wolvie becomes several times faster, can combo incredibly well.
               
               ---------===== [TRANSITION MOVES] =====-------
Wall jump :     If you are near a wall jump to it after you are in that wall
        jump in its opposite direction.

Heal :          During the healing period(when you put wolvie out) due to his
        good ol' healing factor he will regain more energy than other chars.

               --------======= [GOOD TO KNOW] =======---------
Air Juggles           :  DF+3,3,B+3,QCF+3
Best Way TRS          :  Push 2 Repeatedly
Small launcher        :  D+2
Air launcher          :  6 (Close)
Ground Magic Series   :  Stronger, Weak Start, None
Jumping Magic Series  :  ZigZag, None
Super Jumping Series  :  ZigZag, None
AC Finisher           :  6, Fatal Claw, 3, Drill Claw

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  Any ground combo into Berseker Barrage X
Super Combo II        :  After a F+MP Throw you may do a Weapon X
Super Combo III       :  Air Combos may be finished with the Fatal Claw

               --------======= [TO DO ABOUT ] =======---------
------- I am actualy Looking for uses for the berseker slash
------- More combos for him Wolvy has always been a combo machine however
        in this machine he has gotten more into the MSH vs SF or MSH
        Combos and none of his really, really, really long combos
        of XM vs SF work here

               --------======= [   TACTICS  ] =======---------
------- You know after berseker rage you speed is greatly improved you
        may do combos you couldn't think possible like air launch then
        6-8 times 2 then drill claw or do a Berseker Barrage X then a FP
        or Drill Claw oportunities of combo are endless.

------- The Berseker Barrage has no recuperation time this means you may
        use it to attack a opp., then if the opp. blocks and wants to 
        retaliate may block or do any attack you prefer save for super
        moves of course (doesn't works against another wolverine).

------- ABOUT HIS COUNTER will only connect if close (the tornado claw is his 
        dragon punch which means it first 2 hits are invincible so you 
        may Counter an opp. attack at up to 3-4 steps away from you).

------- AFTER A THROW you must decide if you tap the buttons franatically 
        (If F+FP) to get a quarter of your opp. lifebar or do a wacky combo
        (If facing right to a corner and doing a F+MP).

===============
RYU
===============

        Now the mightiest character is back only this time it can be won 
        by mortals...
        
        Ryu seems to have absorbed ken and akuma (and probably SF3's Sean
        and SFA/SFA2's Dan) due to this you can mode change in any of them 
        the mode change is permanent up to the moment you mode change into 
        another character, during the time you are ken or akuma your supers, 
        combos, moves, team supers reflect this change.

        In every move you shall see a explanation of how akuma, ken or
        ryu will react to the move in the ground is first then in the
        air

CHARACTER INFO
--------------
Taunt: Depends on which character he is
Enter Pose: Depends on which character he is
Exit Pose: Depends on which character he is

TEAM Super Move [If active  ]: READ BELOW
     *  SHINKUU HADOUKEN (When as RYU ONLY)     :       It exchanges hits 
        His old projectile, does pitful damage if blocked

     *  SHORYU REPPA     (When as KEN ONLY)     :       It is good enough
        team super move.

     *  Messatsu Gou Hadou (When as AKUMA ONLY)
        If Active ------------------------------  FAST
        If Inactive-----------------------------  VERY DELAYED
TEAM Super Move [If inactive]: READ UP
TEAM Counter:    Hadouken

Main Color:     White Outfit
Secondary Color:Blue Outfit
Auto-Block Color: ???
Special MODE COLOR  : AKUMA OR KEN OUTFIT

Starting Battle Pose: SF3's Sean and SF's Ken speak to Ryu
Victory Poses:        Depends on the character

CHARACTER MOVES
---------------
Hadoken            :  QCF + P (Air)
        RYU - A always horizontal large ball of ki
        KEN - A ground horizontal large ball of ki that disipates at a 
              distance/in the air down at an angle and disipates before 
              reaching the ground
        AKUMA - Horizontal in the air down at an angle

Shoryuken          :  DP + P
        KEN -  Can do it in the air

Tatsumakisenpuukya :  QCB + K (Air)
        RYU - Horizontal and if in the air down               
        KEN - Vertical at an angle if in ground and down if in the air
        AKUMA - Electrified and more damaging

Zan Ku Hado Ken    :  QCF + K (In air only) (As AKUMA ONLY)
Ashura Sen Ku      :  DP + PP or RDP + KK or DP + KK or RDP + PP
        A teleport only akuma can do it here goes a brief explanation of
        where you shall appear accordig the motion and buttons pressed
        (Extracted from Charles Washington MSH vs SF FAQ):

        DP + PP         :       Directly in front of opponent
        DP + KK         :       Behind the opponent
        RDP + PP        :       Teleports back half the screen
        RDP + KK        :       Teleports back full screen

Overhead Punch     :  F + 2 [RYU/AKUMA Only]
Overhead Kick      :  F + 5
Inazuma Kakato Wari:  F + 3 (As KEN ONLY)


Special MODE MOVE  [Change into RYU  ]  :  QCB + JP
Special MODE MOVE  [Change into KEN  ]  :  QCB + SP
Special MODE MOVE  [Change into AKUMA]  :  QCB + FP
        Ryu turns his back and he changes identities! 

Hyper  X  1  Shinkuu Tatsumaki Senpuyaku:  QCB + KK (OTG)
        Great for raising opps. off the ground (As RYU ONLY)

Hyper  X  2  Shikuu Hadouken (As RYU) :  QCF + PP (Air) (AC)
                Great projectile, NO suction effect, does no damage
                if blocked but does up to 30 hits if not, etc.

          *  Shoryu Reppa (As KEN or AKUMA)    :  QCF + PP (OTG 3 Hits)

Hyper  X  3  Shin Shoryuken           :  DP + PP
        Hands down the coolest super art move in SF3 makes his third
        appearance in a capcom game

Hyper  X  4  Shin Ryu Ken (As KEN ONLY):  QCF + KK
Hyper  X  5  Ragging Demon/Shun Goku Satsu/Instant Hell Murder
             The motion         :       JP, JP, F, SK, FP (As AKUMA ONLY)

Hyper  X  6  Messatsu Gou Hadou        :  QCB + PP      (As AKUMA ONLY)
Hyper  X  7  Pegassuss meteor          :  QCF + PP      (Air Only)
        That's not its name however I named that after Saint Seiya
        cuz it looks like it a lot it is AN AKUMA ONLY SUPER move

               --------===== [TRANSITION MOVES] =====--------
Nothing for him for the moment 

               -------======= [GOOD TO KNOW] =======----------
Air Juggles    :  2(One hit only as ryu) 
Best Way TRS   :  Everybody Hold D and Tap 5 Repeatedly  
Small launcher :  ???
Air launcher   :  Everybody D+3
Ground Magic Series   :  ZigZag, None
Jumping Magic Series  :  ZigZag, None
Super Jumping Series  :  ZigZag, None
        Yes this is standard among all characters

AC Finisher    :  3, Shinkuu Hadouken, Tatsumaki Senpuyaku
               
               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  [RYU] After D+6 do a Shinkuu Tatsumaki Senpuyaku
Super Combo II        :  [KEN/AKUMA] After D+4 or 4 OR 3 do a Shoryu Reppa
Super Combo III       :  [KEN] After D+3 do the Shinryu Ken
Super Combo IV        :  [RYU] Finish his air Combos with a Shinkuu Hadouken
Super Combo V         :  [KEN] Do a D+3 Shinryu Ken

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- Something funny has happened to the recuperation time of the 
        Shinkuu Hadouken if done in the air and the other player is a 
        ryu(or any other character with a fast air Hyper X) and both 
        are near the aereal hyper X your opp. will connect to you.

------- The ragging demon/instant hell murder/shun goku satsu damage is 
        unrecoverable, it has the MSH vs SF range and is unblockable and
        is comboable after a FP.

------- As for his mode changes you can do the combos of the character you
        change into YES EVEN THE NONE MAGIC SERIES.

------- The Messatsu Gou Hadou is the best team super moves due to its delay 
        time if Akuma is inactive when your partner calls him for the team
        super he will delay some time and wait till his partner finishes
        his super then release his super great tactic if your opp. is
        fool enough to release the block position.

------- DID YOU KNEW the Shoryu Reppa is one of the fastest super moves in
        the game this means if you block a super move or normal move and
        you are close (About 2-3 steps) you may do the move and get from
        8-10 hits???

------- ABOUT HIS COUNTER it is useless againt any long projectile super
        if not close and is the standard thing so neither ken or akuma
        sport their dragon punch counter

===============
CHUN LI
===============
        I hated her in XM vs SF cuz she was very cheap in MSH vs SF she
        came down to the level of a regular player but now it looks like
        she is going back to the hyper pesky level she had in XM vs SF

CHARACTER INFO
--------------
Taunt: Holds her hand out and smiles as she says "Gomene = So Sorry!"
Enter Pose: Leaps out and makes a peace finger sign, says "YaTa = Wow!" 
Exit Pose: Holds her hand out and smiles, says "Gomene"

TEAM Super Move [If active  ]: Kikosho
TEAM Super Move [If inactive]: Kikosho
TEAM Counter   : Senbankya

Main Color: Blue Outfit
Secondary Color: Red Outfit
Auto-Block Color: ???
Special MODE COLOR  : She doesn't have a special mode

Starting Battle Pose: ???
Victory Poses: ???

CHARACTER MOVES
---------------
Hundred Kick  :  Repeat K (Air) (OTG)
Tenshokya     :  DP + K  (OTG hits once)
Kikoken       :  HCF + P
Kikisho JR.   :  B, F + P
Senbankya     :  HCB + K

Stomp Kick    :  D + FK   (Air only)
Neck Breaker  :  D + RH

Hyper  X  1  Kikosho                       :  QCF + PP (OTG)
Hyper  X  2  Senretsu Kyaku                :  QCF + KK (OTG)
Hyper  X  3  Hanzan Tenshou Kyaku          :  QCB + KK (OTG 1 Hit)
Hyper  X  4  Aereal Ragging demon          :  QCF + KK (Air only) 

               --------===== [TRANSITION MOVES] =====--------
Triple Jump  :  After a Jump, jump again (Can be done three times)
Air Dash     :  When in the Air : F, F 
Wall Jump    :  Jump at the wall and Press the opposite direction

               -------======= [GOOD TO KNOW] =======----------
Air Juggles    :  Repeat K, D+6 
Best Way TRS   :  Hold down and Tap 2 Repeatedly 
Small launcher :  ???
Air launcher   :  6
Ground Magic Series   :  ZigZag, None
Jumping Magic Series  :  ZigZag, None
Super Jumping Series  :  ZigZag, None
AC Finisher    :  6, 5, Aereal Ragging Demon, Hundred Kick

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  ???
Super Combo II        :  ???
Super Combo III       :  ???
Super Combo IV        :  ???

               --------======= [TO DO ABOUT ] =======---------
------- Her combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- The stomp kick can be done three times in a row and canceled into 
        a air hundred kick, about the old D+5, senretsu kyaku due to long
        delay times won't combo
        
------- the aereal raging demon can be comboed in a zigzag way by making 
        a 1, 2, 3, 4, Aereal raging demon

===============
SPIDERMAN
===============
        Well since MSH vs SF he has been quite toned down in the sense
        of speed however his range for throwing has been increased his
        new super move the ultimate web throw takes off half the lifebar
        (Depending in how your arcade has the damage setting it may take
        less or more) but is very predictable

CHARACTER INFO
--------------
Taunt: A random message (Usually "hey", "Come on pal" or "do your Job")
Enter Pose: He stand up and moves his head
Exit Pose:  He jumps back and holds a web 

TEAM Super Move [If active  ]  : Crawler Assault
TEAM Super Move [If inactive]  : Crawler Assault
TEAM Counter:    Spider Sting

Main Color: His normal costume
Secondary Color: A maroon costume
Auto-Block Color: ???
Special MODE COLOR  : He doesn't have a special mode

Starting Battle Pose: 1) A reflector spots him as he comes down from a web.
                      2) He says "Spider sense is mystique"
Victory Poses:        He only jumps back and hold a web

CHARACTER MOVES
---------------
Web Ball           :  QCF + P (Vertical in Air)
Spider Sting       :  DP + P  (OTG hits once)
Web Swing          :  QCB + K (Air) (OTG)
Web Throw          :  QCB + P

Hyper  X  1  Maximum Cacata     :  QCF + PP(air)
        One of the oldest super moves presented in this game, After the 
motion you must add a direction if you don't it is done verticaly down,
however don't expect it to work in human opps.

Hyper  X  2  Crawler Assault    :  QCF + KK (OTG)
Hyper  X  3  Ultimate Web Throw :  QCB + PP
        Aereal auto combo-a-la-maximum-spider. STILL LOOKING FOR A USE TO IT.

               --------===== [TRANSITION MOVES] =====--------
Wall jump :     If you are near a wall jump to it after you are in that wall
jump in its opposite direction (Altough if you hold the opposite direction
for a while spidey gets adhered to that wall longer).

Air dash  :     Yes he can air dash tap F, F or F+3P while in air

               -------======= [GOOD TO KNOW] =======----------
Air Juggles    :  D+6 
Best Way TRS   :  ???  
Small launcher :  D+5
Air launcher   :  D+5,6 or 2
Ground Magic Series   :  ZigZag, None
Jumping Magic Series  :  ZigZag
Super Jumping Series  :  ZigZag
AC Finisher    :  6, F + FP, Ultimate Web Throw (Unsure)

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  ???
Super Combo II        :  ???
Super Combo III       :  ???
Super Combo IV        :  ???

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- About the D+5, 6 launcher you must first connect the D+5 then do a
        standing 6 in order to air launch if the D+5 does not connect it
        won't air launch or small lunch at all so think of an alternative 
        in case you miss the D+5.

------- ABOUT HIS COUNTER it is the same case of wolverine it is his dragon
        punch that allows him to have some range and does 2 hits that takes
        off good life but connects only if close (2 steps away from opp.)

------- ABOUT THE ULTIMATE WEB THROW This only works with War man, sorry 
        Iron machine, sorry against War Machine and I haven't gotten it to 
        work in human opps. but after blocking the proton cannon due to his
        delay time after it is done I have connected to the AI a ultimate
        web throw a venom web a weapon x a small jump into chun li's aereal
        ragging demon a small jump into a morrigan auto combo, etc.

------- All his MSH vs SF combos work here

===============
WAR MACHINE
===============
        Belive it or not this guy is actually a palette swap of MSH's iron 
        man only changed a bit in speed, range, and a added super move.

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: ???
Exit Pose: ???

TEAM Super Move [If active  ] : Proton Cannon
TEAM Super Move [If inactive] : Proton Cannon
TEAM Counter:    Repulsor Blast

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: None

Starting Battle Pose: ???
                      ???
Victory Poses:        ???

CHARACTER MOVES
---------------
Repulsor blast     :  QCB + P
Smart Bomb         :  1+5
Soldier Cannon     :  QCF + P (Air)
Fly                :  QCF + KK (in air) after you do it QCF + KK to land

Knee               :  D + FK  (While in air)
????               :  Direction+FP (While in air or flying)

Hyper  X  1  Proton Cannon      :  QCF + PP
        The second oldest super moves presented in this game.

Hyper  X  2  War destroyer      :  QCF + KK or QCB + KK
        Air defense

               --------===== [TRANSITION MOVES] =====--------
None.
               -------======= [GOOD TO KNOW] =======----------
After a Throw  :  ??? 
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Air launcher   :  6
Ground Magic Series   :  Stronger, Weak Start
Jumping Magic Series  :  Stronger, Weak Start
Super Jumping Series  :  Stronger, Weak Start
AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  ???
Super Combo II        :  ???
Super Combo III       :  ???
Super Combo IV        :  ???

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- ABOUT HIS COUNTER Way back in MSH I loved this counter it was great
        for any Iron Man player but here due to the lost of the invicibility
        of a counter it will only counter close attacks that last no more 
        than 2-3 hits

------- ABOUT THE PROTON CANNON The delay time of a blocked proton cannon
        is amazing you may do any auto combo (This haven't been tried in
        non-computer opps.)

===============
ZANGIEF
===============
        The SF2's powerhouse is back this time he can mode switch into
        mega zanguief in case you didn't knew it mega zanguief was a 
        hidden character with a mega-hyper-super armor in MSH vs SF who
        couldn't block but could withstand several hits without dying
        (when I say several I mean a 40-hit mega optic blast 3 times)
        only in this machine mega zanguief will block every 4 hits

CHARACTER INFO
--------------
Taunt: Flexes his muscles with a grin on his face
Enter Pose: Holds his hands into the air in a Number One motion
Exit Pose: ???

TEAM Super Move [If active  ] : Double Final Atomic Buster
TEAM Super Move [If inactive] : Mega Damaging Spinning Lariat
TEAM Counter: Ariel Throw

Main Color: Red Highlights
Secondary Color: Grey Highlights
Special MODE COLOR: MEGA ZANGIEF COLOR
Auto-Block Color: ???

Starting Battle Pose: ???
Victory Poses: 1)Chest flexes and makes a side arm flex

CHARACTER MOVES
---------------
Spinning Lariat       :  3P or PP (Air)
Short Spinning Lariat :  3K or KK (Air)
        If done while in mega zangief mode will evade low projectiles.

Spinning Piledriver   :  270deg + P(Air)
Siberian Suplex       :  270deg + K(Close)
Banishing Punch       :  DP + P (Cancels Fireballs)
                                (unuseable after switch)
Flying Power          :  HCF + K (Far)
Ariel Throw           :  HCB + K
Aerial Rave           :  DP + K
Yoga Flame            :  QCF + P (1 Hit) (As Mega Zangief only)

Earthquake            :  F + 2 (Air = D + 2)
Body Press            :  D + FP(In air only)
Headbutt              :  U + MP or HP(after a jump)
Double Knee Drop      :  D + 4 or 5 (after jump or while in mid-air)
Iron Claw             :  DF + 2  (close)
Trip Roundhouse       :  DB + 5 or 6

Special MODE MOVE     :  RDP + K
        Mega Zanguief Mode.

Hyper  X  1  Atomic Buster                           :  270deg+PP
Hyper  X  2  Final Atomic Buster (Uses 3 super bars) :  360degx2+PP 
        Cannot be used after mode change and is a mega atomic buster.

Hyper  X  3  Leaping Death Snatch                    :  270deg+KK
        Only MEGA ZANGUIEF can do this move he leaps into the air and
        grabs his opp if he is near and in the air due to his extended
        grab range who knows how far this super may go

               --------===== [TRANSITION MOVES] =====--------
Grab Dash:  After a Dash (F,F) Push 2, 3, 5, or 6

               --------======= [GOOD TO KNOW] =======---------
After a Throw  : ???
Air Juggles    : D+6,D+5, 3P or 3K 
Best Way TRS   : Push 5 Repeatedly 
Small launcher : ???
Air launcher   : D+2
Ground Magic Series   :  Stronger, Weak Start, None
Jumping Magic Series  :  Stronger, Weak Start
Super Jumping Series  :  Stronger, Weak Start
AC Finisher    : ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  ???
Super Combo II        :  ???
Super Combo III       :  ???
Super Combo IV        :  ???

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- You may escape the Double Final Atomic Buster by Ducking, Jumping 
        or being OUT OF ITS RANGE.

==============
MEGAMAN
==============
        What did you expected when you saw him throw a hadouken in 
        MMX? or When he pulled off a Dragon punch in MMX2? or Why did you 
        thought he appeared in the mall in MSH vs SF?.

        Yes he is here he is the size of MM7 (The one for the playstation).

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: ???
Exit Pose: ???

TEAM Super Move [If active  ] : Hyper Megaman
TEAM Super Move [If inactive] : Hyper Megaman
TEAM Counter:    Mega Upper

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: ???

Starting Battle Pose: ???
                      ???
Victory Poses:        ???

CHARACTER MOVES
---------------
Mega Upper         :  DP + P
Fireball           :  QCF + P
Mega Buster        :  Hold FP then Release
Item/Weapon get RockBall :  QCB + SK
        Megaman drops a ball on the floor which can be kicked around by him.

Item/Weapon get Whirlwind :  QCB + FK (OTG)
        Megaman throws a vertical whirlwind which resembles a lot to 
        Storm's.

Item/Weapon get Leaf Shield :  QCB + RH
        Protects against 1 hit and may be thrown to the opp.
        
Item/Weapon use    :  QCF + K

Hyper  X  1  Rush Drill          :  QCF + KK
Hyper  X  2  Beat Plane          :  QCB + KK
        Megaman rides beat you can control beat with the joystick
        press kick to make him drop bombs down, to get bombs dropped
        forward press punch

Hyper  X  3  Hyper Megaman       :  QCF + PP    (Air also)
        If your opp. is near you when you throw it they will receive a 
        initial hit that will stun you thus making you receive the full
        super

               --------===== [TRANSITION MOVES] =====--------
None.
               -------======= [GOOD TO KNOW] =======----------
After a Throw  :  ??? 
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  6
Ground Magic Series   :  ZigZag
Jumping Magic Series  :  ZigZag
Super Jumping Series  :  ZigZag
AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  ???
Super Combo II        :  ???
Super Combo III       :  ???
Super Combo IV        :  ???

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- You may charge his mega buster up to 9 hits.

------- The more you charge the mega buster the more priority it gets and
	by the way is it me or does a charged mega buster looks like the
	King of Fighters Sodouken?

------- If your opp. is near you when you throw the hyper megaman they will 
        receive a initial hit that will stun you thus making you receive the 
        full super, however if they block and advance block the super move
        you may receive a nasty surprise.

------- All of Megaman super moves leave him wide open if blocked


================
CAPTAIN COMMANDO
================
        Yeah another capcom character.

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: ???
Exit Pose: ???

TEAM Super Move: Captain sword
TEAM Counter:    Captain kick

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: ???

Starting Battle Pose: He strikes a pose then his clothing falls in a
        black beam covering his body
                      ???
Victory Poses:        ???

CHARACTER MOVES
---------------
Captain Fire       :  QCF + P
        Covers the whole screen pretty good for going toe-to-toe
        with fireballers.

Captain Collider   :  QCB + P 
        Use as a anti-air attack.

Captain Kick       :  QCB + K
Commando Strike    :  QCF + K   
        Using 4 calls Ginzu, 5 summons Mack, and 6 makes Baby appear.

Hyper  X  1  Captain Sword      :  QCF + 2P
Hyper  X  2  Captain Storm      :  QCF + 2K

               --------===== [TRANSITION MOVES] =====--------
None.
               -------======= [GOOD TO KNOW] =======----------
After a Throw  :  ??? 
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  D+2
Ground Magic Series   :  ZigZag, Stronger, Weak Start, None
Jumping Magic Series  :  ZigZag, Stronger, Weak Start, None
Super Jumping Series  :  ZigZag, Stronger, Weak Start, None

AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  
Super Combo II        :  
Super Combo III       :  
Super Combo IV        :  

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- You may charge his mega buster up to 9 hits.

================
JIN SAOTOME     
================
        Don't know him but the Kazama family and this guy are unrelated
        but he may have some ties to Ramma of the Ramma 1/2 series.

        Cutting the joke this guy is the charge character of the game and
        who knows he even may have some potencial.

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: ???
Exit Pose: ???

TEAM Super Move: Bloodia Punch
TEAM Counter:    Saotome Dynamite

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: ???

Starting Battle Pose: ???
                      ???
Victory Poses:        ???

CHARACTER MOVES
---------------
Saotome Typhoon    :  Charge B, F+P
Saotome Dynamite   :  Charge D, U+P 
Saotome Crush      :  HCB + K

Hyper  X  1  Bloodia Punch      :  QCF + 2P
Hyper  X  2  Bloodia Vulcan     :  QCB + 2P
Hyper  X  3  Saotome Cyclone    :  QCF + 2K

               --------===== [TRANSITION MOVES] =====--------
None.
               -------======= [GOOD TO KNOW] =======----------
After a Throw  :  ??? 
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  ???
Ground Magic Series   :  ZigZag
Jumping Magic Series  :  ZigZag
Super Jumping Series  :  ZigZag
AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  
Super Combo II        :  
Super Combo III       :  
Super Combo IV        :  

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- You may charge his mega buster up to 9 hits.


================
HULK
================
        The incredible hulk comes back as I have heard the guy has come
        with a toned down armor, a all new super move and a bunch of block
        damage to every hit (in MSH vs SF 4 FP killed an opp. here who 
        knows) maybe he has more magic series in air than before I can
        only wonder.

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: says "Lets rock" while taking his MSH enter pose
Exit Pose: ???

TEAM Super Move: Gamma wave
TEAM Counter:    Gamma Charge (Straight)

Main Color: Green with red pants
Secondary Color: Grey with blue pants
Auto-Block Color: ???
Special MODE COLOR: ???

Starting Battle Pose: ???
                      ???
Victory Poses:        Raises his arm 

CHARACTER MOVES
---------------
Gamma throw        :  QCB + P
Ground rip off     :  QCF + P 
Gamma charge       :  Charge B, F + K (Straight)
                      Charge D, U + K (Up)

Hyper  X  1  Gamma Wave         :  QCF + 2P
        The most damaging super of MSH vs SF is back

Hyper  X  2  Gamma Crush        :  QCB + 2P
        Don't use it people always know when you come down or where
        this makes setting traps like supers or BIG COMBOS a snap.

Hyper  X  3  Gamma Quake        :  QCF + 2K
        The new super move in town

               --------===== [TRANSITION MOVES] =====--------
Double Charge   :       After you connect a gamma charge successfully 
press K and hold a direction and hulk will perform another gamma charge 
in that direction can be done up to 2 times

Crush control   :       You control the direction of the gamma crush 
you may use D after you do it to land in place however due to the
fact that this super move leaves hulk very open do not use this super
                        
               -------======= [GOOD TO KNOW] =======----------
After a Throw  :  ??? 
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  D+3, 6(But is unusable)
Magic Series   :  He must have one I know it
Ground Magic Series   :  ZigZag, Stronger, Weak Start, None
Jumping Magic Series  :  ZigZag, Stronger, Weak Start, None
Super Jumping Series  :  ZigZag, Stronger, Weak Start, None
AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  
Super Combo II        :  
Super Combo III       :  
Super Combo IV        :  

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- You may charge his mega buster up to 9 hits.

================
VENOM
================
        The simbiotic suit spidey once had is now playable by the looks
        he is more than a palette swap of spider man he has power and 
        combos that speak good of him who knows what kind of arsenal of
        tricks he brings maybe he is a faster version of Sabertooth.

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: Says "C'mon" as does spiderman
Exit Pose: ???

TEAM Super Move: Death Bite
TEAM Counter:    ???

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: ???

Starting Battle Pose: Eddie Brock gets the symbiotic suit to cover him
                      and prepares for the battle ahead
Victory Poses:        ???

CHARACTER MOVES
---------------
Simbiotic throw    :  HCB + P
        Spidey's web throw simbioticly

Venom Fang         :  QCF + P 
The Rush           :  QCF + K
???                :  QCB + K

Hyper  X  1  Death Bite         :  QCF + 2K
Hyper  X  2  Venom Web          :  QCF + 2P

               --------===== [TRANSITION MOVES] =====--------
Air Dash        :       When in air tap F, F or F + 3P to air dash
                        
               -------======= [GOOD TO KNOW] =======----------
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  3
Ground Magic Series   :  ZigZag, Stronger, Weak Start, None
Jumping Magic Series  :  ZigZag, Stronger, Weak Start, None
Super Jumping Series  :  ZigZag, Stronger, Weak Start, None
AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  
Super Combo II        :  
Super Combo III       :  
Super Combo IV        :  

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- After a throw venom is able to combo inmmediatly or do the venom
        web.

------- When against a super projectile do the air dash

================
CAPTAIN AMERICA
================
        The patriot and living simbol of USA is back in this game with
        what seems is renewed priority, more range, more damage, best
        launching, his MSH air combo-ability, etc.,etc. He and wolverine
        had in MSH the highest annoyance factor looks like cappy has 
        reproduced it in here.

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: ???
Exit Pose: Call his partner with a "Waiter" move

TEAM Super Move: READ BELOW
        If when playing as your partner you do the team super cap does
        the Hyper stars and stripes case else he does the Hyper
        charging star

TEAM Counter:    Stars 'n' Stripes

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: ???

Starting Battle Pose: ???
                      ???
Victory Poses:        Calls upon a bald eagle

CHARACTER MOVES
---------------
Shield Slash       :  QCF+P (air)
Stars 'n' Stripes  :  DP+P
Charging Star      :  HCF+K
Cartwheel          :  HCB+P

Hyper  X  1  Hyper Charging Star        :  QCF+2K
Hyper  X  2  Hyper Stars 'n' Stripes    :  DP+2P
Hyper  X  3  Final Justice              :  QCF+2P

               --------===== [TRANSITION MOVES] =====--------
Double Jump     :       When in air tap U or U/F or U/B to repeat a jump
        Accordingly

               -------======= [GOOD TO KNOW] =======----------
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  2, D+3
Ground Magic Series   :  ZigZag, Stronger, Weak Start, None
Jumping Magic Series  :  ZigZag, Stronger, Weak Start
Super Jumping Series  :  ZigZag, Stronger, Weak Start
AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  
Super Combo II        :  
Super Combo III       :  
Super Combo IV        :  

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- Use his double jump to jump over big fireball projectiles

================
MORRIGAN
================
        The Darkstalker and pretty good looking scubuss is here she has 
        absorbed Lilith (DS3's new character and a morrigan off-spring) 
        she wields what I've named RYU FACTOR (Brief explanation: a hyper 
        good character made better and powerful making people forget 
        the other characters in the game).

        Although she absorbs Lilith in her starting battle pose she has no
        special mode move but in most of her super moves you see Lilith
        attacking (save in the soul eraser) she is hands down one of 
        the fastest character in the game her supers are good cuz none of
        his ground super has long recuperation time and in order to attack
        her after a super you need to be very close.

        Also, I think that although morrigan is a good character in the
        DS series there are very good characters that should be in this
        arcade such as demitri, donovan, jedah, galon(J. Talbain),
        Bulleta(Baby Bonie hood) that should have been/could be better in
        this arcade hey it is named marvel vs capcom show some new capcom
        characters

CHARACTER INFO
--------------
Taunt: ???
Enter Pose:???  
Exit Pose: ???

TEAM Super Move: Soul Eraser
TEAM Counter:    Shadow Blade

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: ???

Starting Battle Pose: She calls DS3's Lilith forth and they merge into 
        Morrigan
Victory Poses:        ???

CHARACTER MOVES
---------------
Soul Fist          :  QCF + P (air)
        Can not be blocked low. Can be thrown multiple times in air and
        due to a little hop it causes after thrown serves as a small
        "air hop".

Shadow Blade       :  DP + P
        Can be done in air.

Vector Drain       :  HCB + P (Close) (Special Throw)
High Flying        :  Hold SK then F, F or B, B

Shell Pierce       :  D + K (While in air)

Hyper  X  1  Soul Eraser        :  QCF + 2P
Hyper  X  2  Silohuete Blade    :  DP + 2P
Hyper  X  3  Darkness Illusion  :  QCF + 2K

               --------===== [TRANSITION MOVES] =====--------
None.
               -------======= [GOOD TO KNOW] =======----------
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  D+3
Ground Magic Series   :  ZigZag, Stronger, Weak Start
Jumping Magic Series  :  ZigZag, Stronger, Weak Start
Super Jumping Series  :  ZigZag, Stronger, Weak Start, None
AC Finisher    :  ???
               
               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  
Super Combo II        :  
Super Combo III       :  
Super Combo IV        :  

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- I wouldnt understimate the Soul Eraser Hyper X it is hands down
        the fastest super move in the game very little recuperation time
        does good damage if blocked and even more if not blocked with 20
        or more hits it is good enough, don't use the Darkness illusion if
        not as an AC finisher cuz it maybe blocked and leave you wide open.


================
STRIDER HYRIU
================
        He is one of the fastest character in the game combos extremly
        well mosy of his moves do more than average damage during the
        urobolos move his speed and damage of his moves is increased
        several times due to this after tapping the uroboros you may
        even do 20-hit combos like nothing.

CHARACTER INFO
--------------
Taunt: ???
Enter Pose: ???
Exit Pose: ???

TEAM Super Move: Legion
TEAM Counter:    Ame no Murakumo

Main Color: ???
Secondary Color: ???
Auto-Block Color: ???
Special MODE COLOR: He has no special mode

Starting Battle Pose: ???
                      ???
Victory Poses:        ???

CHARACTER MOVES
---------------
Ame No Murakumo    :  QCF + P
Gram               :  DP + P/K (Air)
        P - High Sword          K - Low Sword

Vagula             :  QCB + K
        The following description of this move is extracted from a Kao 
        Megura Capcom vs Marvel Faq as is and without modification:

        Strider leaps away and clings to the wall nearest him using a 
        small hand sickle. You can move up or down by pressing in
        those directions.  Pressing Punch makes Strider behind him with 
        the Cypher, pressing Kick makes him deliver a diving kick, and 
        pressing F + Kick gives the diving kick more of a horizontal range
        (covers nearly the length of the screen). You can drop back to the 
        ground by pressing D + Kick.

Formation A        :  QCF + K
Cypher             :  QCF + P (In air only)
Teleport           :  QCB + P
???                :  RDP + P or K
Satellite Orbit    :  Charge B, F + P
???                :  Charge B, F + P (Air)
Bomb Drop          :  Charge B, F + K

???		   :  D + RH

Hyper  X  1  Ragnarok       :  DP + 2K
Hyper  X  2  Legion         :  QCF + 2K
Hyper  X  3  Urobolos       :  QCF + 2P

               --------===== [TRANSITION MOVES] =====--------
Double Jump     :       When in air tap U or U/F or U/B to repeat a jump
        Accordingly, can be done up to 2 times
                        
               -------======= [GOOD TO KNOW] =======----------
Air Juggles    :  ??? 
Best Way TRS   :  ???  
Small launcher :  ???
Air launcher   :  D+3
Ground Magic Series   :  ZigZag, None
Jumping Magic Series  :  ZigZag, None 
Super Jumping Series  :  ZigZag, None
AC Finisher    :  ???

               --------======= [   COMBOS   ] =======---------
Ground Combo I        :  ???
Ground Combo II       :  ???
Ground Combo III      :  ???
Jumping Combo I       :  ???
Jumping Combo II      :  ???
Super Jumping Combos  :  ???
Super Combo I         :  Activate Urobolos and do any air combo

               --------======= [TO DO ABOUT ] =======---------
------- His combos and replace lots o' his ??? for what they should stand
        for
               
               --------======= [   TACTICS  ] =======---------

------- During the Urobolos strider gets to combo incredibly mega-well
        use this time to try to connect a air combo with 5-6 hit start
        in the ground then all the 6 hit in air for a 20-25 hit combo.

------- Use his double jump to jump over big fireball projectiles

======================
ONSLAUGHT SECTION
======================

        As I approach the end of this faq I decided to make a section with
        what I know by far of this guy who is pretty damn though:

----------  [PHASE I : FIRST BLOOD    ]       :       In the first one he 
        is about the size of Juggernaut or slightly higher he doesn't block 
        and if hit more than say 5 hits he will start yelling (for first 
        timers if you beat him here it is no end of the game) this section 
        focuses in what that first phase is, what attacks he will use, etc. 
        if you have beaten him here then check out PHASE II : RUNNING BLOOD 
        for how to fight him in the second phase.
        
        *  He has several attacks at his disposition like the Juggernaut
           Headcrush (Onslaught style), Cyclops Mega Optic Blast (Onslaught
           style), XM's Magneto's Hyper Grav (Yes with it good ol' range 
           which was full screen and used to seek you out), as a added bonus 
           Onslaught has the ability to call upon any helper in the game to 
           aid him (that means fight you while he heals), a teleport, XM's
           Magneto's Magnetic Shockwave, and a jumping or/and flying power 
           try to avoid all/any of this as good as you can and remember it 
           ain't over.

        *  Try to manage your health as best as possible you get to fight
           onslaught in phase 2 with all the energy you and your partner 
           have left also Onslaught may also kill you or your partner in
           phase I and in phase II onslaught may "resurrect" him to fight
           you.

        *  Learn very well any weakness in the helpers attack cuz although
           in phase I Onslaught uses from 5-10 helpers or no helper at all
           you may be in for a nasty surprise during the fight.

        *  Most of Onslaught attacks drain good energy and are pretty damn
           fast so observe him carfully as he prepares to attack avoid the
           Hyper Grav this move does no damage by itself but Onslaught
           combos it with a helper call or one of his drain-too-much-too-fast
           move.

----------  [PHASE II : RUNNING BLOOD ]       :       In this phase you
        must behold onslaught's might by watching him transform into a 
        apocalypse sized giant and fight him with the fighters you get
        left from phase I and with the energy they have left. Here is what
        I have seen this far of Onslaught during this phase:

        *  He retains the hyper grav, a beam that goes to ground then 
           explodes, a fist a la XM vs SF or MSH vs SF Apocalypse, the
           ability to fly/jump and eye-beams his teleport and ability to
           call upon helpers remains here also

        *  Combo him every time he misses a move and try to connect more hits
           in the air(his face) than in the ground(His Hand) air combos and 
           ground combos with the none magic series work great during this 
           phase.

======================
CODES & MISCELANEOUS
======================

        -  HAVE SENTINEL AS A HELPER    :       After selecting your
        characters and before the helper screen appear hold Start
        and MP + FK + FP

        -  HAVE SHADOW AS A HELPER      :       After selecting your
        characters and before the helper screen appears hold Start
        and JP + FK + FP

================
TO DOS
================

        - Make a web page
        - Convince marvel that they should kill cyclops
        - Put combos, more combos and many more combos in this faq
        - See all the 528 (more or less) episodes of Dragon ball and
          Dragon Ball Z
                P.D. If you got a dragon ball and/or dragon ball Z that
                     are thinking in giving away e-mail me.
        - Get lots more of info on this machine
        - Beat onslaught gosh this guy is tougher than cyber akuma and
          apocalypse joined
        - See Demon Beast Invasion the whole series like 5 videos
        - Get another couple of ASCII Art for this faq
        - Try to fill the individual characters to dos
        - Expand the Onslaught Section
        - Expand the Credits & Thanx
        - Get back to university

===================
DICTIONARY 
===================
	All the abreviations used in this faq plus a couple more are here:

	BOF= Breath of Fire.
	CB= CyberBots.
	CC= Captain Commando.
	DS1= Dark Stalkers 1,Vampire: The Night Warriors in Japan.
	DS#= A Darkstalkers game (From 1 to 3)
	FF#= Final Fight #(From 1 to 3).
	MSH vs. SF= Marvel Super Heroes vs. Street Fighter.
	NWDS2= Night Warriors: Dark Stalkers 2,Vampire Hunter in Japan.
	S1= Strider 1.
	S2= Strider 2.
	SF1= Street Fighter 1.
	SFA1= Street Fighter Alpha 1 Warriors Dreams,Street Fighter Zero in 
	      Japan.
	SFA2= Street Fighter Alpha 2 ,Street Fighter Zero 2 in Japan.
	SF2= Street Fighter 2, The World Warriors.
	SFCE= Street Fighter 2 Champion Edition.
	SF2HFT= Street Fighter 2 Hyperfighting Turbo.
	SF EX= Street Fighter Extreme.
	SF EX Plus= Street Fighter Extreme Plus.
	SF2TAM= Street Fighter 2: The Animated Movie (only released in Japan).
	SF:TM= Street Fighter: The Movie.
	SNSM= Saturday Night Slam Masters,named Muscle Bomber in Japan.
	SNSM2= Saturday Night Slam Masters 2, named Muscle Bomber 2 in Japan,
	       never released in US.
	SPF2T= Super Puzzle Fighter 2 Turbo.
	SSF2= Super Street Fighter 2.
	SSF2T= Super Street Fighter 2 Turbo,Super Street Fighter 2 X in Japan.
	TSF3= Three: Street Fighter ]|[.
	VSDS3= Vampire Savior: Dark Stalkers3,Jedah's Damnation in Japan.
	XM vs SF= X-men vs. Street Fighter

	Ryu, Morrigan, Chun Li, Zangief, Any capcom character appearing in
	this game is property and copyrighted, trademarked and anything that
	finishes in ed and has a legal meaning of Capcom Ltd.

	The same happens with the marvel Guys.

================
VERSION HISTORY
================
	+  ADDED		- REMOVED		* NEW
	/  IMPROVED

				** VERSION 2.0 **

	REVISION A
		* ONSLAUGHT SECTION
		* DICTIONARY SECTION
		- Nothing
		+ MOVES NAMES FOR STRIDER
		/ ALL THE CHARACTERS SECTIONS
		* VERSION HISTORY
		/ ASCII ART (THANKS TO ISMAT)
		/ CREDITS & THANKS SECTION 

				** VERSION 1.0 **
	
	REVISION A
		+ MOVES NAMES
		+ NEW CHARACTERS
		+ ALL SECTIONS
		+ CREDITS & THANKS

	REVISION B
		WAS PUBLISHED
================
CREDITS & THANX
================

        *  God at heaven
        
        *  Me at Byway2@Hotmail.com (No E-bombs please)
        
        *  Miguel and Baraka in Stop Video, Dominican Republic for
           Showing me how powerful can morrigan be

        *  Kombo from whom I got lots of info about old XM vs SF chars
           and who made the main structure of this FAQ whose web page
           used to be at http://www.mygale.org/02/kombo/index.htm

	*  James Chen whose combo notation is now the new combo notation
	   standard in this faq
        
        *  Foreigner at Foreignermiguel@Hotmail.com who has been a support
           for me since my first faq way back in DS3
        
	*  Ismat whose e-mail I will feature in the next revision

        *  Kao Megura at KMegura@Yahoo.com whose web page at
	   http://www.kao.home.ml.org to whom I owe some of the moves 
	   descriptions, names, and the CODES & MISCELLANEOUS
        
        *  Migs Rustia at squatter@iconn.com.ph whose web page contains
           the most accurate info I have seen of this arcade check it out
           at http://www.geocities.com/Area51/Vault/5027

        *  Silver Sage at Chromeluv@Hotmail.com whose strategies somehow
           appear in this version of the faq and will continue making
           good cameos in future versions

        *  Lancer at Gamer@Technologist.com whose web page is at
           Home1.Pacific.net.sg/~lancer/yr98.txt who contributed with
           the Shadow and Sentinel codes.

        *  Charles Washington at crw3165@Lxe.com to whom I never thanked
           enough for his MSH vs SF Guide that also makes cameos in this
           faq as some old (MSH vs SF or XM vs SF) characters moves names.
        
        *  Anthony Cannon at Ponder@Best.com

        *  The Thing at TheThing@Hotheros.com whose web page at
           http://www.hotheros.com wich presents a very nice side of the
           super hero life
        
        *  John Culbert at tigeraid@Geocities.com whose web page is at
           http://www.geocities.com/SilliconValley/Heights/1910/ which
           helped in the form of moves names and stuff
         
        *  Yow Hong Chieh at Oka@Mindless.com web page at
           http://www.geocities.com/TimesSquare/Castle/3009/ whose faq
           served some moves names and stuff

        *  Juanjo at Juan.Calcano@Codetel.net.do whose web page is at
           http://www.geocities.com/SiliconValley/lakes/6649/ for keeping 
           me with good roms and info about games.

        *  Microsoft at http://www.microsoft.com for not trying to enter 
           the arcade games market (just imagine the games they would 
           throw Bill gates vs. the world a fighting game in which you 
           try to beat all rival companies out of bussiness or who knows 
           what).

        *  Capcom of Japan and Capcom of USA for making great games
           web pages at http://www.capcom.co.jp and http://www.capcom.com

        *  3Dfx for making the coolest video cards for the PC

        *  GameFAQS at http://www.gamefaqs.com which maintains what I 
           consider is the largest video gaming information site in the
           internet and faqs for virtually any game for any system (yes 
           no matter how old it is).

        *  Sony, Sega or Nintendo whicever get the translation of this
           arcade has my money on their system and this line

        *  Sega of America at http://www.segaoa.com for accepting the
           XM vs SF translation in the saturn I don't thank you for
           me but lots of my friends asked me to than you so.

        *  Marvel Comics at http://www.marvel.com (Hey there are cooler 
           sites in the net but this is the official so) for inventing
           cool characters with good background and pretty good heroes
           (Save for cyclops of course)

        *  Chaos at Chaos_106@Hotmail.com to whom I thank the codes
           for specific helpers, lots of strider information, he
	     made the ascii art at the begining, etc.








------- THIS USED TO BE THIS FAQ ASCII ART
***\\      //***     ///\\\     *********  \\\          ///  ********   **
*** \\    // ***    ///   \\\   *********   \\\        ///   ***        **
***  \\  //  ***   ///     \\\  ***    //    \\\      ///    *****      **
***   \\//   ***  /// ----- \\\ ***   //      \\\    ///     *****      **
***          ***  /// ----- \\\ ***  \\        \\\  ///      ***        *****
***          *** ///         \\ ***   \\        \\\///       ********   *****

                VS C  A  P  C  O  M

DONE BY         :               ME For the initial version of this faq
                                way back in febraury

... ANY COOLER THAN THIS ONE OR THE ONE AT THE START SEND IT TO ME PLEASE